Luigi player
Smash Master
Here's some data / the result of me looking through the kuroganehammer site & a data dump (complete sources at the end of this post).
This information can help to estimate if moves could break a shield or not, or to know if it's just better to not shield and try to dodge an attack to avoid too much shielddamage.
Though the normal damage a move would do must be considered to accurately estimate the real shielddamage a shield would get, because:
shielddamage = damage a move would do + extra shielddamage
So it won't suffice to just look at the extra shielddamage provided in this thread if one can't at least estimate how much damage a move normally does.
Example:
DKs downB groundpound / handslap normally does ~14 % damage. The +1 extra shielddamage wouldn't look like much, but considering that DK slaps twice pretty fast, a shield that has to withstand this would receive 30 damage ((14+1)*2), which is more than half of a shields HP (about 72 % of its max HP). And don't forget that keeping up a shield will also drain it's HP. Thus making it a scary move to shield.
If you don't know and or want to know the damage moves do you could for example look at the character boards or kuroganehammer's site.
General Shield Infos:
Shield max HP: 42 (Shulk in Shield Monado has 63 HP)
A shield apparently loses 1 HP per ~9 active frames, so it lives ~382 frames, aka ~6.3 seconds.
It doesn't lose HP during shieldstun or a powershield.
Shielddamage = Moves Damage + Extra Shielddamage
Extra Shielddamge:
*Notes:
- Some are still missing, because a few moves with extra shielddamage (in the data dump) are labeled as unknown. Plus DLC characters aren't included in the data dump.
- The data dump is from an early version of the game, so DKs sideB or Marth/Lucins neutralB are listed there to have +30 shielddamage. This was changed to +25 during the patch that had more shieldchanges. It's not impossible that other moves were changed as well, so not all of this data might be 100 % correct (though most or all of the other moves didn't get extra shielddamage changes, so it's likely that no others were changed).
- Some throws might be listed like this: "- Fthrow: frame 12-13 hitbox +1". The hitbox very likely appears at frame 12 in this case, but in the data dump another hitbox for throws, one before the throwhitbox, is listed. And as early as frame 1. I'm assuming these might just be the actual throw data that the thrown character gets hit with, but I'm not sure, but they're likely not active hitboxes that could hit other characters / hurtboxes.
All or most characters:
- Grounded Getup Attack: each hit +8 (Sonics (all) and Bowser Jr.s (if on back) deal +10)
- Ledge Getup Attack: +1
Bowser:
- Dashattack: strong & weak +1
- UpB: aerial first hit +3
- DownB: stomp hit +5, landing hit: +5
Captain Falcon:
- Dashattack: strong & weak +1
- SideB: ground +4, aerial +2
Charizard:
- Dashattack: strong & weak +1
Cloud:
- Dashattack: strong & weak +1
DK:
- Dashattack: strong & weak +1
- Fsmash: +1
- Dsmash: +1
- Usmash: +4
- DownB: +1
- SideB: +25
- NeutralB: non fully charged +2
- UpB: grounded first hit +1, aerial all (8) hits +1
Duck Hunt:
- Dashattack: strong & weak +1
- Dtilt: +1
Falco:
- Dashattack: strong & weak +1
- Fthrow: strong +1
- DownB: +5
Fox:
- Dashattack: strong & weak +1
- Fthrow: strong +1
Ganondorf:
- Dashattack: strong & weak +1
- Utilt: +20
Greninja:
- Dashattack: +1
- DownB: attack +5
Ike:
- Ftilt: any angle +1
- NeutralB: uncharged +1, charged +30 (almost full charge and full charge have +30, otherwise it seems to stay +1)
Jigglypuff:
- Fthrow: frame 10-11 hitbox +1
- SideB: +20
King Dedede:
- Dashattack: strong & weak +3
- Fsmash: late aka strong part +4
- UpB: falling down +3, landing +3
Link:
- Fthrow: frame 12-13 hitbox +1
- Bthrow: frame 12-13 hitbox +1
- Dthrow: frame 22-23 hitbox +1
Little Mac:
- Fsmash: downangled +4
Lucario:
- NeutralB: fully charged +3
Lucina:
- NeutralB: no charge +25, full charge +50
- SideB (grounded): hit2 forward +1, hit3 +1, hit4 up +1/forward +5/down all +1
Luigi:
- Fsmash: all angles +5
- SideB: +4 (Misfire too)
Mario:
- Dashattack: strong & weak +1
- SideB: +4
Dr.Mario:
- Dashattack: strong & weak +1
- SideB: +4
Marth:
- NeutralB: no charge +25, full charge +50
- SideB (grounded): hit2 forward +1, hit3 +1, hit4 up +1/forward +5/down (only tippers?) all +1
Megaman:
- Jab1/2/3: (the hit on his blaster/hand) +1
- Dashattack: all hits +1
- Nair1/2/3: (the hit on his blaster/hand) +1
- SideB: explosion first 4 hits (not final) +1
Metaknight:
- Rapid Jab: all hits +1 (not finisher)
Mewtwo:
- NeutralB: fully charged +3
Mii (Brawler):
- Dashattack: strong & weak +1
- NeutralB 2: full charge (air + ground) +3
- SideB 2: strong hit +6
- DownB 2: +5
Mii (Gunner):
- Fthrow: frame 10-11 hitbox +1
- SideB 3: homing +1, super +5
- DownB 2: on-hit +6, explosion +6
Mii (Sword):
- NeutralB 3: the hit before the final hit (frame 22-23) +1
Mr. Game & Watch:
- Dashattack: strong & weak +1
- SideB [Nr. 3]: +25
Ness:
- Dashattack: all 3 hits +1
- Fair: all (4) hits +1
Olimar:
- Dashattack: strong & weak +1
Pacman:
- Dashattack: final hit +1
Palutena:
- Dashattack: strong +3
- Ftilt: hits 1 & 2 +1
- Utilt: all hits +1
- Dtilt: +1
- Fsmash: +1
- Dsmash: windbox (frame 20-27) +1
- Nair: all normal hits +1, final hit +3
- Fair: +3
- Bair: +3
[- SideB: +1, but unblockable]
Pikachu:
- Fthrow: frame 11-14 hitboxes (4) all +1
- Uthrow: frame 14-15 hitbox +1
- Dthrow: frame 13-14 hitbox +1
- DownB: bolt +1, strike (= contact with Pikachu?) +2
- NeutralB: +1
Peach:
- Usmash: +4
- NeutralB: (activated) all +1
- SideB: +6
Ryu:
- Dashattack: strong & weak +2
- Ftilt: normal hit1 +8 hit2 +20
- Dthrow: first hit +50
- Fair: close hit +15
- DownB: stage1 +15, stage2 (crumple) +22, stage3 +30 [but unblockable]
Samus:
- UpB: grounded all hits (hits 11 times) +3, aerial all hits (hits 12 times) +3
- DownB: bomb +6, explosion +6
- NeutralB: fully charged +3
- SideB: homing +1, super +5
Sheik:
- Dashattack: strong & weak +1
- Fthrow: frame 20-21 hitbox +1
- Bthrow: frame 15-16 hitbox +1
- Uthrow: frame 19-20 hitbox +1
- Dthrow: frame 26-30 hitbox +1
Shulk:
- SideB: normal hit +7, landing hit +10
Toon Link:
- Fthrow: frame 12-13 hitbox +1
- Dthrow: frame 22-23 hitbox +1
Villager:
- DownB: axe +6, tree growing +6, tree falling +6
Yoshi:
- DownB: stomp hit +10, stars +6
__________________________
List of moves to especially watch out for because of easy shield breaking:
Note: Listed moves will / can deal at least 30 shielddamage. If there are other stages of the move then those will be listed as well.
__________________________
Sources:
- kuroganehammer.com/Smash4
- Data Dump: pastebin.com/PzTjdtx8 (a little outdated)
- ssbwiki.com/Shield_damage
- @Yikarur
This information can help to estimate if moves could break a shield or not, or to know if it's just better to not shield and try to dodge an attack to avoid too much shielddamage.
Though the normal damage a move would do must be considered to accurately estimate the real shielddamage a shield would get, because:
shielddamage = damage a move would do + extra shielddamage
So it won't suffice to just look at the extra shielddamage provided in this thread if one can't at least estimate how much damage a move normally does.
Example:
DKs downB groundpound / handslap normally does ~14 % damage. The +1 extra shielddamage wouldn't look like much, but considering that DK slaps twice pretty fast, a shield that has to withstand this would receive 30 damage ((14+1)*2), which is more than half of a shields HP (about 72 % of its max HP). And don't forget that keeping up a shield will also drain it's HP. Thus making it a scary move to shield.
If you don't know and or want to know the damage moves do you could for example look at the character boards or kuroganehammer's site.
General Shield Infos:
Shield max HP: 42 (Shulk in Shield Monado has 63 HP)
A shield apparently loses 1 HP per ~9 active frames, so it lives ~382 frames, aka ~6.3 seconds.
It doesn't lose HP during shieldstun or a powershield.
Shielddamage = Moves Damage + Extra Shielddamage
Extra Shielddamge:
*Notes:
- Some are still missing, because a few moves with extra shielddamage (in the data dump) are labeled as unknown. Plus DLC characters aren't included in the data dump.
- The data dump is from an early version of the game, so DKs sideB or Marth/Lucins neutralB are listed there to have +30 shielddamage. This was changed to +25 during the patch that had more shieldchanges. It's not impossible that other moves were changed as well, so not all of this data might be 100 % correct (though most or all of the other moves didn't get extra shielddamage changes, so it's likely that no others were changed).
- Some throws might be listed like this: "- Fthrow: frame 12-13 hitbox +1". The hitbox very likely appears at frame 12 in this case, but in the data dump another hitbox for throws, one before the throwhitbox, is listed. And as early as frame 1. I'm assuming these might just be the actual throw data that the thrown character gets hit with, but I'm not sure, but they're likely not active hitboxes that could hit other characters / hurtboxes.
All or most characters:
- Grounded Getup Attack: each hit +8 (Sonics (all) and Bowser Jr.s (if on back) deal +10)
- Ledge Getup Attack: +1
Bowser:
- Dashattack: strong & weak +1
- UpB: aerial first hit +3
- DownB: stomp hit +5, landing hit: +5
Captain Falcon:
- Dashattack: strong & weak +1
- SideB: ground +4, aerial +2
Charizard:
- Dashattack: strong & weak +1
Cloud:
- Dashattack: strong & weak +1
DK:
- Dashattack: strong & weak +1
- Fsmash: +1
- Dsmash: +1
- Usmash: +4
- DownB: +1
- SideB: +25
- NeutralB: non fully charged +2
- UpB: grounded first hit +1, aerial all (8) hits +1
Duck Hunt:
- Dashattack: strong & weak +1
- Dtilt: +1
Falco:
- Dashattack: strong & weak +1
- Fthrow: strong +1
- DownB: +5
Fox:
- Dashattack: strong & weak +1
- Fthrow: strong +1
Ganondorf:
- Dashattack: strong & weak +1
- Utilt: +20
Greninja:
- Dashattack: +1
- DownB: attack +5
Ike:
- Ftilt: any angle +1
- NeutralB: uncharged +1, charged +30 (almost full charge and full charge have +30, otherwise it seems to stay +1)
Jigglypuff:
- Fthrow: frame 10-11 hitbox +1
- SideB: +20
King Dedede:
- Dashattack: strong & weak +3
- Fsmash: late aka strong part +4
- UpB: falling down +3, landing +3
Link:
- Fthrow: frame 12-13 hitbox +1
- Bthrow: frame 12-13 hitbox +1
- Dthrow: frame 22-23 hitbox +1
Little Mac:
- Fsmash: downangled +4
Lucario:
- NeutralB: fully charged +3
Lucina:
- NeutralB: no charge +25, full charge +50
- SideB (grounded): hit2 forward +1, hit3 +1, hit4 up +1/forward +5/down all +1
Luigi:
- Fsmash: all angles +5
- SideB: +4 (Misfire too)
Mario:
- Dashattack: strong & weak +1
- SideB: +4
Dr.Mario:
- Dashattack: strong & weak +1
- SideB: +4
Marth:
- NeutralB: no charge +25, full charge +50
- SideB (grounded): hit2 forward +1, hit3 +1, hit4 up +1/forward +5/down (only tippers?) all +1
Megaman:
- Jab1/2/3: (the hit on his blaster/hand) +1
- Dashattack: all hits +1
- Nair1/2/3: (the hit on his blaster/hand) +1
- SideB: explosion first 4 hits (not final) +1
Metaknight:
- Rapid Jab: all hits +1 (not finisher)
Mewtwo:
- NeutralB: fully charged +3
Mii (Brawler):
- Dashattack: strong & weak +1
- NeutralB 2: full charge (air + ground) +3
- SideB 2: strong hit +6
- DownB 2: +5
Mii (Gunner):
- Fthrow: frame 10-11 hitbox +1
- SideB 3: homing +1, super +5
- DownB 2: on-hit +6, explosion +6
Mii (Sword):
- NeutralB 3: the hit before the final hit (frame 22-23) +1
Mr. Game & Watch:
- Dashattack: strong & weak +1
- SideB [Nr. 3]: +25
Ness:
- Dashattack: all 3 hits +1
- Fair: all (4) hits +1
Olimar:
- Dashattack: strong & weak +1
Pacman:
- Dashattack: final hit +1
Palutena:
- Dashattack: strong +3
- Ftilt: hits 1 & 2 +1
- Utilt: all hits +1
- Dtilt: +1
- Fsmash: +1
- Dsmash: windbox (frame 20-27) +1
- Nair: all normal hits +1, final hit +3
- Fair: +3
- Bair: +3
[- SideB: +1, but unblockable]
Pikachu:
- Fthrow: frame 11-14 hitboxes (4) all +1
- Uthrow: frame 14-15 hitbox +1
- Dthrow: frame 13-14 hitbox +1
- DownB: bolt +1, strike (= contact with Pikachu?) +2
- NeutralB: +1
Peach:
- Usmash: +4
- NeutralB: (activated) all +1
- SideB: +6
Ryu:
- Dashattack: strong & weak +2
- Ftilt: normal hit1 +8 hit2 +20
- Dthrow: first hit +50
- Fair: close hit +15
- DownB: stage1 +15, stage2 (crumple) +22, stage3 +30 [but unblockable]
Samus:
- UpB: grounded all hits (hits 11 times) +3, aerial all hits (hits 12 times) +3
- DownB: bomb +6, explosion +6
- NeutralB: fully charged +3
- SideB: homing +1, super +5
Sheik:
- Dashattack: strong & weak +1
- Fthrow: frame 20-21 hitbox +1
- Bthrow: frame 15-16 hitbox +1
- Uthrow: frame 19-20 hitbox +1
- Dthrow: frame 26-30 hitbox +1
Shulk:
- SideB: normal hit +7, landing hit +10
Toon Link:
- Fthrow: frame 12-13 hitbox +1
- Dthrow: frame 22-23 hitbox +1
Villager:
- DownB: axe +6, tree growing +6, tree falling +6
Yoshi:
- DownB: stomp hit +10, stars +6
__________________________
List of moves to especially watch out for because of easy shield breaking:
Note: Listed moves will / can deal at least 30 shielddamage. If there are other stages of the move then those will be listed as well.
Shielddamage is listed like this: (+number)
Results in blue are critical (shieldbreaks; aka they do at least 42 shielddamage).
In general: all moves that deal a lot of damage (smash attacks, Yoshis dair, some specials, many of Lucarios moves with max Aura, etc.)
Bowser:
- DownB:
DK:
- DownB (grounded): (14 (+1))*2 = 30 [2 slaps fast after another (3 slaps would already do 45 shielddamage)]
- SideB: 10 (+25) = 35
- UpB (aerial): 10 (initial hit) (+1) + 16-20 (hits 2-5) (+4) + 6 (hits 6-8) (+3) = 40-44 [hits 2-5 do 4 % each at the hands, 5 at the arms(?)]
Ganondorf:
- Utilt: 18-28 (+20) = 38-48 (does 18 % at the "tip" very far away, 20 a bit far away, 28 normally)
Ike:
- NeutralB (almost full and fully charged): 35 (+30) = 65
Jigglypuff:
- SideB: 11 (+20) = 31
King Dedede:
- Fsmash (late aka strong part):
Little Mac:
- Fsmash (downangled):
Lucario:
- NeutralB (fully charged):
Lucina:
- NeutralB:
Marth:
- NeutralB:
Mr. Game & Watch:
- SideB:
Ryu:
- Ftilt (normal): 3 (hit1) (+8) + 6 (hit2) (+20) = 37
- Dthrow: 5 (+50) = 55
- DownB:
Samus:
- UpB:
Villager:
- DownB (falling tree): 25 (+6) = 31
Yoshi:
- DownB:
Results in blue are critical (shieldbreaks; aka they do at least 42 shielddamage).
In general: all moves that deal a lot of damage (smash attacks, Yoshis dair, some specials, many of Lucarios moves with max Aura, etc.)
Bowser:
- DownB:
- grounded: 4 (initial hit) + 20 (stomp) (+5) + 11 (landing) (+5) = 45
- aerial: 20 (stomp) (+5) + 11 (landing) (+5) = 41
- aerial: 20 (stomp) (+5) + 11 (landing) (+5) = 41
DK:
- DownB (grounded): (14 (+1))*2 = 30 [2 slaps fast after another (3 slaps would already do 45 shielddamage)]
- SideB: 10 (+25) = 35
- UpB (aerial): 10 (initial hit) (+1) + 16-20 (hits 2-5) (+4) + 6 (hits 6-8) (+3) = 40-44 [hits 2-5 do 4 % each at the hands, 5 at the arms(?)]
Ganondorf:
- Utilt: 18-28 (+20) = 38-48 (does 18 % at the "tip" very far away, 20 a bit far away, 28 normally)
Ike:
- NeutralB (almost full and fully charged): 35 (+30) = 65
Jigglypuff:
- SideB: 11 (+20) = 31
King Dedede:
- Fsmash (late aka strong part):
uncharged: 24 (+4) = 28
charged: 33 (+4) = 37
- UpB: 15 (stomp) (+3) + 10 (landing) (+3) + 5 (star) = 36 [probably only one star would hit]charged: 33 (+4) = 37
Little Mac:
- Fsmash (downangled):
uncharged: 24 (+4) = 28
fully charged: 33 (+4) = 37
fully charged: 33 (+4) = 37
Lucario:
- NeutralB (fully charged):
no Aura (same stock): 11 (+3) = 14
max Aura (same stock): 29 (+3) = 32
max Aura (same stock): 29 (+3) = 32
Lucina:
- NeutralB:
no charge: 8.5 (+25) = 33.5
full charge: 23 (+50) = 73
full charge: 23 (+50) = 73
Marth:
- NeutralB:
no charge: 8 (normal) / 9 (tipper) (+25) = 33 / 34
full charge: 22 (normal) / 24 (tipper) (+50) = 72 / 74
full charge: 22 (normal) / 24 (tipper) (+50) = 72 / 74
Mr. Game & Watch:
- SideB:
- [Nr. 3]: 6 (+25) = 31
- [Nr. 9]: 32
- [Nr. 9]: 32
Ryu:
- Ftilt (normal): 3 (hit1) (+8) + 6 (hit2) (+20) = 37
- Dthrow: 5 (+50) = 55
- DownB:
stage1: 12 (+15) = 27
stage2 (crumple): 10 (+22) = 32
stage3 [unblockable]
stage2 (crumple): 10 (+22) = 32
stage3 [unblockable]
Samus:
- UpB:
grounded: 2 (first hit) (+3) + 10 (hits 2-11) (+30) = 45
aerial: 12 (hits 1-12) (+36) = 48
aerial: 12 (hits 1-12) (+36) = 48
Villager:
- DownB (falling tree): 25 (+6) = 31
Yoshi:
- DownB:
- grounded: 4 (initial hit) + 15 (stomp hit) (+10) + (4 (star) (+6))*2 = 49 (both stars could hit; though sometimes the stars will shieldpoke (= hit you and not your shield because it's too small))
- aerial: 12 (stomp hit) (+10) + (4 (star) (+6))*2 = 42 (same note as above)
- aerial: 12 (stomp hit) (+10) + (4 (star) (+6))*2 = 42 (same note as above)
__________________________
Sources:
- kuroganehammer.com/Smash4
- Data Dump: pastebin.com/PzTjdtx8 (a little outdated)
- ssbwiki.com/Shield_damage
- @Yikarur
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